Search found 388 matches

by coppercoil
Tue Mar 29, 2022 5:14 pm
Forum: Releases
Topic: Version 1.1.57
Replies: 33
Views: 10588

Re: Version 1.1.57

Nobody knows what the tag /s means :)
by coppercoil
Tue Feb 22, 2022 9:33 am
Forum: Gameplay Help
Topic: Our 200-hours-base is overrunned - any ideas?
Replies: 21
Views: 2607

Re: Our 200-hours-base is overrunned - any ideas?

Better flame-tower only or flame + laser-turrets? Flamethrowers are slow to respond and misses very first biters, so you need laser/gun turrets for them. I think it is possible to build defense without turrets, using only flamethrowers (and repair bots of course), but such design would be more comp...
by coppercoil
Wed Feb 16, 2022 10:35 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 145
Views: 33109

Re: 3 and 4 way intersections

Should the relative throughput consider train size? Longer trains -> larger footprint -> less value, on the other hand, longer trains -> more cargo wagons -> more items moved -> larger value, do they compensate each other?
by coppercoil
Tue Feb 15, 2022 4:25 pm
Forum: Combinator Creations
Topic: UPS optimization - say Substations once more...
Replies: 12
Views: 884

Re: UPS optimization - say Substations once more...

No, I missed that. I did not found yellow color on the graph and skipped the following text :D. You know, browsing nowadays is about skipping 95% unnecessary information, this works on a driver layer 8-)

Nevertheless... 1% is still unexpected.
by coppercoil
Tue Feb 15, 2022 9:00 am
Forum: Combinator Creations
Topic: UPS optimization - say Substations once more...
Replies: 12
Views: 884

Re: UPS optimization - say Substations once more...

First thought: wtf???
Second thought: lets make the graph correct.
Offset_0
by coppercoil
Mon Feb 14, 2022 9:53 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 145
Views: 33109

Re: 3 and 4 way intersections

Of course, small and large intersections are not comparable. I would like to compare small vs small, large vs large, buffered vs buffered and so on.
by coppercoil
Mon Feb 14, 2022 8:45 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 145
Views: 33109

Re: 3 and 4 way intersections

I just thought, we need new metric: throughput/chunk. Some crosses have outstanding throughput, but hell, they are HUGE :roll:
by coppercoil
Sat Feb 12, 2022 12:11 am
Forum: Gameplay Help
Topic: More Expressive Combinators
Replies: 9
Views: 738

Re: More Expressive Combinators

Tertius wrote:
Fri Feb 11, 2022 11:08 pm
And moving one combinator 2 tiles with all wires still connected - not possible.
Picker Dollies mod.
by coppercoil
Sat Feb 05, 2022 12:31 pm
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 178
Views: 44551

Re: Friday Facts #367 - Expansion news

I just came to say... yet_another_shut_up_and_take_my_money.gif :mrgreen:
by coppercoil
Wed Feb 02, 2022 9:58 am
Forum: Energy Production
Topic: Is nuclear power really bad for megabases?
Replies: 27
Views: 2593

Re: Is nuclear power really bad for megabases?

In a "real" game - including mining etc and transporting items, and less UPS-optimised production - the reduction would clearly be less. I took my real 430 SPM factory and replaced 3.8 GW nuclear power to electric energy interface. Nuclear: 320 UPS. Electric interface: 380 UPS. Looks good.
by coppercoil
Sat Jan 29, 2022 9:05 am
Forum: Energy Production
Topic: Is nuclear power really bad for megabases?
Replies: 27
Views: 2593

Re: Is nuclear power really bad for megabases?

Players have different motivation, I'm not sure if it is worth arguing about that. Personally, I use nuclear, because solar is too simple, it's boring, it's for kids. Please don't say I'm wrong, this is how I play. But I still want UPS, so gGeorg asked right question. I'd like to hear an answer like...
by coppercoil
Wed Jan 26, 2022 8:57 am
Forum: Gameplay Help
Topic: Please help me put signals at my rail
Replies: 5
Views: 448

Re: Please help me put signals at my rail

robot256 wrote:
Tue Jan 25, 2022 9:35 pm
First, don't ever put tracks closer than 4 tiles apart (your exit tracks, and the two middle tracks of your mainline are both too close). Because of how the game works, it is physically impossible to correctly signal the layout you have now.
There are no problems with 2 tiles spacing.
by coppercoil
Tue Jan 25, 2022 8:21 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 145
Views: 33109

Re: Pinwheel 12c

Avona wrote:
Tue Jan 25, 2022 7:33 am
Here's another 12 train length intersection, this time with no smaller version:
Can someone make a video how trains are moving through this wavy intersection (in map mode)? Should look pretty :)
by coppercoil
Fri Jan 21, 2022 10:30 am
Forum: Ideas and Suggestions
Topic: Why can't I put fish back into the water?
Replies: 18
Views: 2450

Re: Why can't I put fish back into the water?

I confirm, it is not implemented.
by coppercoil
Tue Jan 11, 2022 9:34 am
Forum: Implemented Suggestions
Topic: Can you add a clock to the game?
Replies: 45
Views: 3072

Re: Can you add a clock to the game?

If there are so many requests, developers could make a little exception even if it is "game unrelated" feature. This does not mean devs should embed web browser in the future, there's no case law in a gamedev :) Mutiplayer determinism sounds like unnecessary overcomplication for me. Can it...
by coppercoil
Fri Dec 31, 2021 12:34 pm
Forum: Ideas and Suggestions
Topic: Independent Minimap UI size
Replies: 6
Views: 457

Re: Independent Minimap UI size

Dmytrozern wrote:
Fri Dec 31, 2021 12:06 pm
and I'm on ~138PPI with a 100% UI scale.
This forum definitely needs button "me too" "+1" :)
by coppercoil
Wed Dec 29, 2021 5:14 pm
Forum: Gameplay Help
Topic: Building the Main Bus
Replies: 3
Views: 477

Re: Building the Main Bus

Don't put green/red/blue circuit production on the main bus, make separate expandable bus for them. Circuits consume lots of bus lines when factory grows.
by coppercoil
Mon Dec 27, 2021 12:31 pm
Forum: Gameplay Help
Topic: Our 200-hours-base is overrunned - any ideas?
Replies: 21
Views: 2607

Re: Our 200-hours-base is overrunned - any ideas?

Pascali wrote:
Mon Dec 27, 2021 2:47 am
I have 3 rows of laser turrets and in the corners a lot of more, but always the biters are killing them. It´s not an energy problem. I don´t have bots at all.
You need sloped or rounded (with large radius) corners to reduce losses. It seems, spiters attack most protruding turrets.
by coppercoil
Fri Dec 24, 2021 10:31 am
Forum: Balancing
Topic: Long-handed inserters should consume more energy
Replies: 25
Views: 2086

Re: Long-handed inserters should consume more energy

Thanks for explorations. For me it runs at 620 spm. I don't know why. There's one general rule: don't break anything, if possible. This rule is not limited to inserters, it is not limited to Factorio. It is not limited to software. It is not uncommon that some known bugs and legacy functions are kep...
by coppercoil
Thu Dec 23, 2021 5:20 pm
Forum: Balancing
Topic: Long-handed inserters should consume more energy
Replies: 25
Views: 2086

Re: Long-handed inserters should consume more energy

we've been over this before. vanilla doesn't have that requirement. if you want a "true puzzle", how about you play the game without asking for more energy consumption to suit an arbitrary reason? Yay, you spent some time to do a homework :mrgreen:. That change would not break any suit ab...

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